THE
KREAN
MILITARY
OUTPOST
KÁRÁKÁN |
Kárákán is one of the nine
Krean military outposts located on
Moredein Palantith Zhunith, half a furlay north of the Great Kimb River (a.k.a.
“the Silver Serpent”). The people of Kárákán are known for their pragmatism,
courage and insistence. A severely disciplined people they might not appear
very hospitable at first sight; nevertheless, despite their obvious love for
warfare, they are not greatly aggressive either.
The city is celebrated for its bronze and marble sculptures, silver foundries
and armouries as well as its unique residences and famous Séríán Battle
Priests. The Great Market and especially the Armouries of the Scarlet Drake are
sites worth seeing since they attract merchants from all over the continent.
Obviously due to their close relation with the Zhunite God of War, Sérás,
dragons and
drakes are frequent images used in Kárákán architecture. In
addition, scarlet and gold are the symbolic colours of the city.
Description.
Kárákán is one of the nine
Krean
military outposts on Moredein Palantith Zhunith. The settlement is located in
the middle of a vast valley, protected by mountain ranges from the north and
south. Fortified walls parallel to the housing blocks shield the east and west
of the city. The walls reach all the way from the southern entrance, a mighty
pass among the lofty hills, to the northernmost edges. Scholars agree that the
valley must more or less resemble a rounded bowl from a bird’s eye-view. The
Krean
– being a dreadfully pacifist nation – have made many strategic mistakes in the
outpost’s construction, which in turn, countered the fortress’s geographically
secured position. Some of these are listed below.
A quarter furlay south of
the southern gateway surges the great Kimb River. Rumor has it that a ship
leaving Kárákán may reach the Zhunite city Kimbar in less than a week. Although
the path does appear to be clear, no sailor has had the courage to face the
great torrent and embark on the perilous journey. Conversely, it is virtually
impossible for a ship traveling upstream from Kimbar to reach the outpost. The
theory was affirmed when a small fleet of Pacifiers, gargantuan
Anpagan galleys empowered by
golems, was annihilated by the current
during the Uprising of the Colonies. No leader has risked a naval assault to
the fortress ever since.
The majestic gates of the southern entrance are open from daybreak to nightfall
during times of peace. On either side of the gatehouse is a colossal statue of
the city’s patron deity, Sérás, in full armour - and detail. The hand facing
the pass carries the archetypal round Zhunite shield while the outer hand
points a regal sword toward the heavens in
an utterly defiant manner. Sérás is a very quick tempered god; it is said that
“(his) blood boils in his veins”. Hence, most enemy leaders prefer to stay
clear of his city. Familiar with Zhunite mythology or not, enemy troops find
themselves intimidated by the great statues. Likewise, commanders planning to
besiege Kárákán may have great difficulty gathering troops, as few Zhunite men
will risk upsetting the god of war. Word has it that soldiers who have
displeased the passionate deity fall victim to unforeseen blows in combat. On
the other hand, the grand statue emanates an aura of security in the hearts of
those who enter his city with fair intentions.
Each statue stands a good hundred and seventy nine
peds high and covers a
sixteen pen dais. The
platform flanks the mountain ranges guarding the southern entrance. However,
unlike the monuments of the dwarves, the
statue is constructed from marble, steel and stone rather than carved into the
mountains. The statues are surprisingly well coloured and meticulously crafted
for their size. The details on the statues are clearly worked. An exemplar of
classic Krean sculpture, the Statues
of Sérás illustrate an exceedingly realistic portrayal of a fierce, young
soldier. The body armour and helm covering his features hint at everything yet
revealing nothing. Reddish black and bronze are the predominant colours of the
sculptures. The round shield has stripes of red and black running to its center
where an imposing head of a dragon with a
sinister smile is raised in relief. The statues go under an intense restoration
process supervised by the local artisans’ guild every three years.
Half a dash away from the
statues is the famous pair of the Rivaling Towers high in the mountains. The
location of these strongholds is the
Krean’s first strategic mistake: Instead of building the massive towers
right on the edge of the gate to protect the entrance, they were built on the
outer side of the statues to maintain a sense of foreboding. It is true that
the southern entrance looks very commanding even from the other side of the
river running parallel to the gates. The current positioning, on the other
hand, prevented the majesty of the statues
dwarfing the dignity of the two towers. As can be anticipated, the keeps
are an exact replica of each other to maintain symmetry.
The main features of the military outpost Kárákán can be described as follows:
The Southern Entrance
Instead of bridging two regular watch towers, the gates, when closed,
appear like intertwining flames coming out of the
Dragons’ jaws. "The
Dragons" is the name given to the gigantic
statues flanking the pass on either side. Although they do not show it, the
Dragons serve as the watch towers guarding
the gateway.
The structure of the Dragons is both an
architectural wonder and a martial disaster. In times of peace the statues face
south, challenging all with their unvoiced roar and haughty eyes. If the city
is beset, however, the Dragons slowly
rotate on their dais to face each other. At the same time, the
Dragons bend towards the ground until
their jaws are parallel to the pavement. The rising wings expose a great entry
extending all across the lizard’s body.
The barred gates also exit their alcoves in the mountains in unison to enter
the opening. Finally, the lower jaws drop to let the flame-shaped gates out. It
takes promptly three bells for the gates to close and only half a bell to open
again, which makes them rather inefficient for combat.
Once the progression is complete, the statues look like two hunching
Dragons breathing raging
fire at each other. This is not entirely
pretense as the priests do in fact heat the barred gate till it blazes with a
deep, fiery red. The Temple of Sérás does not bother with it unless the city
faces a grand siege, since the heating requires thirteen priests to maintain –
and only for seven hours.
The gates can be closed from several places. These include the Captain
Commander’s meeting hall in Keep Halberd, the Chambers of the Fang, the
Rivaling Fortresses and the Watch-posts atop the Dragons. The last two have to
be activated at the same time for the Firegem to work. Perhaps this explains
why the gates were never closed from the Rivaling Fortresses in two millennia
of history, even when they are second only to the
Dragons in proximity. On the other hand,
only the Fang, a coven formed by the six most powerful battle-priests of Sérás,
can reopen the gatehouse.
A wide boulevard made from dark gray stone leads to the mines and the Great
Market.
The
Rivaling Towers
Each tower is approximately twenty four
peds in height and
cylindrical in shape. The Rivaling Towers are self-contained strongholds, with
more than three suites for accommodation. To some extent, they are martial
residences with all the components of an average castle. With halls, chambers,
shrines, and kitchens compressed together into one compact unit, the result is
an impressive pair of towers indeed. The keep captains’ principle suites are
marked by extra ornamentation (even according to
Krean standards!) and rise through two
stories to give extra space and light.
Before a major earthquake reshaped much of the Kárákán landscape in 2806
b.S., the keeps were rectangular, with four
smaller towers supporting the walls. Appraiser Déárán Sálíádor (later
Krean High
King in 2667 b.S. and
Emperor in 2654 b.S,) wrote
in his famous report, "A Zhunith Sunset – Tome 3:
The Wilting Rose." about
the reconstruction:
“The change from rectangular to cylindrical
in 2807 b.S. was a symbol
of progress, the round tower being stronger in order to withstand the battering
of gorba
rams and avoid blind angles for defenders [...]”
The Mines, Foundries and
Sculpture Studios
The rocks of the southern mountain ranges yield the best bronze and iron ore
found within six parries.
There is a rectangular block, diagonal to the walkway coming from the southern
entrance on either side of the main street. The lower width of the left block
faces southeast. The opposite is true for the right block. The blocks are
divided into three sections: Foundry, storage and sculpture zones.
A myriad of foundries cover the side nearest to the mountains whereas only
several sculpture studios line up on the other end of the block (facing the
rest of the city) It should be noted, however, that before the Déárán
additions armouries stood
in the studios’ place. Emperor Déárán, a powerful mage with an infamous temper,
is said to have flown into a rage the moment he saw the city. Seven years of
Zhunite military service had given him the vision
Krean generals lacked. After a hasty
inspection, Emperor Déárán spotted the unforgivable mistake his ancestors had
made nearly five hundred years ago: As a production based people, they had
found it only logical for the armouries to be placed
close to the supply of raw materials. The one thing they had not realized,
though, was that once the gatehouse fell, these would be the first buildings on
the enemies’ path. Subsequently, placing the armories so close to the main
entrance would not only mean handing a fine supply of
weaponry in the
hands of the enemy but also hinder the flow of military hardware to Kárákán’s
troops.
"(By building the
armouries in front of the gates) we not only offer
our hands (to the enemy) to be cuffed and tied behind our backs but also
provide the rope to perform the task […]”
-- Excerpt from the Journals of Emperor Déárán,
published by Arál Werge, Head Librarian of the Imperial Archieves, in
1407 b.S.
The Great Market
The Great Market is barely smaller in size than one of Kárákán’s four
residential blocks and has the shape of a right rhombus. The upper and lower
vertexes are on the avenue coming from the Southern Entrance: On the southern
vertex of the Great Market, the wide Southern Road splits into two smaller
streets. After enclosing the rhombus shaped grand agora, the streets once again
merge into one great path, known as the Market Avenue.
The first three rows facing the residential blocks host all sorts of martial
weaponry and armour
shops. The most prominent of these shops is “The
Scarlet Drake”, pulling business from throughout
Nybelmar with an armoury that spans over a nearly
two and a half dashes-long building.
As well as displaying the works of local smiths, the Great Market serves as a
place for weapon producers all over the
western continent to present their work to prospective buyers from the Earth
Empire. There are hundreds of storehouses and trade posts lined up around the
enormous bazaar in the central square.
Most storehouses have secret compartments for ‘illegal’ military hardware, such
as the notorious Síhítárán Glass Stars. In reality, “illegal” is not a correct
term for these wares as the Empire (especially the Twin Kingdom) is very well
aware of the smuggling (as all entries and sales are secretly documented). A
good number of these products include weapons
whose sales are banned to countries outside the Krath League. Poisoned
weaponry, rings, needles and the like are
also open to sale behind these closed doors.
Surprisingly, very few know that the Empire pulls these strings to make
countries rise or fall (as only the War Congress is notified of the status of
illegal imports and exports). In fact, many Senators are not even aware of the
presence of the Shady Market, as the less publicized section of the Great
Market is known.
The Temple of Sérás is the master smuggler. Dryly,
the cliché about the Empire bringing about its own fall is true: In the
thirty-year Orcal Wars, it was the battle-priests of Sérás who supplied the
orcs with poisonous
Krean
weaponry - all under the supervision of
the Twin Kingdom. Ever since the Entrustment (see
Krean history), the lands that were
once the Twin Kingdom suffered severe economic failure due to the Empire’s
Balance Policy. The wild tax and custom rates imposed on the Kingdom, caused
many Krean businesses
to lose their customers to merchants from other ally nations. For over two
thousand years, the Krean
had single-handedly dominated trade in the peninsula
of Krath. However, with the League’s strict anti-monopoly policies, the market
shares of the Krean
were cut down to half.
Searching for a way out that would not result with another campaign against
their Kingdom, Krean
leaders were among the first to back the adversaries
of the Empire. Krean
archives reveal that the almost mythical “Black
Hand”, which seemed to be behind every plot against the League was in reality a
convention within the Krean
High Council. During the day,
Krean Senators
would passionately urge the Krath Senate to take severe measures to cope with
the rising Zhunite threat. The night was another matter on the other hand. On
secluded hilltops, the Black Hand, with all of its members dressed in black
leather masks and gloves, would meet with assassins from the Order of Ashalon
to organize the uprisings. It was again a
Krean delegation sent to negotiate with
Orcal that secretly provided the maps of the
underground tunnels leading to the Zhunite cities.
Losing a handful of colonies was a small price to see the fall of Zhunite
states for the Krean.
True, they would lose contact with
Anis-Anpagan, but anything was worth re-establishing their trade tyranny in
the southern jungles.
“As can be seen, the emergence of the Empire’s
precious poisonous weapons during the
Zhunite Uprisings is not entirely a profound mystery.”
Excerpt taken from Incomplete Deliberations
By Senator Khálíd of House Rhuníth, 1717-1637 b.S.
The Armouries
With the Déárán Additions, the armouries were
re-located into two small rhombus blocks to the north east and north west of
the Great Market. The replacements insured that the blacksmiths were neither
too far away from raw materials to impede efficiency nor too close to the gates
to be among the first buildings to be conquered. In truth, the various
outposts, camps and training fields to the east and west of the marketplace
were there as clandestine safety measures.
The Residential Squares
Four residential blocks, square in shape, border Market Avenue running all the
way from the Great Market to the front gates of the Temple of Sérás. The great
drive, identical in size and style to Market Avenue, dividing the Residential
Squares into two parts along an East-West axis was named Scarlet Street after
the town’s greatest benefactor, the armory of the Scarlet Drake.
The two great roads are lined on both ends by bronze warrior and cleric
statues. The four ends of the avenues are marked by grand golden arches, each
about seven peds tall and
as wide as the great roads themselves. Intertwining branches with stylishly
carved leaves spiral around the bodies of the two
dragons forming the columns’ bases before
blending with the neck of the majestic dragon
head positioned above the arches. The columns have colonially curving side
branches; the light of the setting sun
reflected between the covers cast the Great Rune of the Dragon on the avenues.
The cross where the two main streets meet each other is marked with a great
marble fountain covering over sixteen pens of land. On a hot summer day, the
citizens of Kárákán will pass directly under the invigorating mountain
water through the intricately carved gate
at the fountain’s heart. A Krean myth
dating back to the town’s foundation declares that should the Fountain of Seven
Tears dry, Xharthas (Sérás’ favorite dragon,
also the town’s protector) will die, taking Kárákán with it.
Each of the residential blocks shelter around six hundred Zhunith-Krean
families. The apartments - if at all the grandiose
residence citadels built around and between the colossal trunks of the
Kárátghár trees could be called that – circumnavigate the Squares thrice. After
the three rows of accommodation, at the center of each Shéréyjh Hjíthíar
(“Gardens of the Setting Sun”) an enormous statue of the Warlord stands in full
detail and colour. These statues of Sérás point their
regal lances to the direction the Square they are located in diagonally expands
taking the Fountain of Seven Tears as starting point (i.e. the
statue in the Northwestern Square points northwest and so forth).
Each of the Residential Squares consists of approximately twenty residence
citadels, which are actually groups of flats connected to one another in a
grander architectural context. Each of these flats is a “sector” in which one
registered soldier and his family lives. Hence, for easier defense and a more
imposing appearance, there are no individual houses in Kárákán; citizens reside
in sectors allocated to their family in a residence citadel. Beneath the
residence citadels an interconnected web of underground silos stretches.
Another important feature to note is the absence of aristocracy in Kárákán.
Sectors are allocated according to the rank of the highest ranking military
officer of each family. The top three floors of the residence citadels are set
aside for the commanders of each regiment.
The Temple of Sérás
The Temple of Sérás is a massive rectangular building where the famous warrior
priests of Kárákán train, worship and reside – in that order. Within three
dashes of the building’s corners a great golden sculpture of the Warlord is
situated. Though none has witnessed it in the last three hundred years, these
huge statues are alleged to spring into life should the city be under severe
threat.
To the west and east of the Temple extensive training fields, fully equipped
with the lasted arcane and military technology, for the Wardens of the Dragon
(the formal title of the warrior priests) are located.
To the north and south of these training fields are widespread lodgings for the
military. A great waterfall surging down the mountain range is sited to the
north of the Temple. The Temple’s water
supply is brought from this waterfall via canals built by the Aestera when the
city was founded in the 3000s b.S.
The Temple itself is a majestic building constructed from white marble and gold
mined from the Zhunite Mountains. All across the building – especially above
its myriad balconies – statues and busts and carvings of various kinds of
dragons are placed. No one other than the
six leaders of the Temple knows the location of the Chambers of the Fang. It is
rumored among the priests however, that entrance to the Chambers is heavily
guarded – presumably for the invaluable Firegem’s security.
The lowest ranking clerics are called “the Scales”, whereas “the Great Drake”
is the title given to the residing head of the battle-priests of Sérás.
The servants of Sérás are renowned for their battle expertise and pyromancy.
They practice approximately about seven hours every day (three early in the
morning, two in the afternoon and two at night). The priests spend their
remaining time “socializing” – i.e. discussing endless campaign and defense
plans – and performing the three daily rituals their demanding God calls for.
The
Military Encampments
Innumerable military encampments (including outposts, training grounds, guard
towers, temporary lodgings) span around the Great Market. Training proceeds for
thirteen hours everyday. Senior officers make sure that Kárákán’s strapping
warriors present a formidable sight to the hordes of merchants passing by every
week. In fact, the armed forces make a great effort to live up to the tales
merchants spread across the lands of Kárákán’s military power.
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Location. Kárákán lies
on the northwestern edges of Moredein Palantith Zhunith, half a
furlay north of the Great
Kimb River. Though it has been regulated by the Empire for the last two
centuries, Kárákán’s loyalty is still to its founding fathers (the Twin
Kingdom) and its brother Zhunite cities.
People. Over the years
the inhabitants of Kárákán have become more Zhunite than
Krean. Being a highly disciplined
militaristic race, the people of Kárákán are neither as graceful nor as
hospitable as their Krean ancestors. Putting great value in the two merits that
stirred the Zhunite Warlord to degree of assuming their patronage, courage and
perseverance, Kárákán’s citizens spend the majority their time either preparing
for war or amassing for siege.
Crime is practically non-existent in Kárákán, since one out of every two able
man is either a priest or a guard. Nonetheless, very few houses leave their
doors unlocked at night – despite what the
Krean custom demands.
Despite their close resemblance with the rest of the Zhunites, the Kárákán’ámár
(“Those who dwell in Kárákán”, or shortly the “Citizens of Kárákán”) have
abandoned the almost ritualized Anpagan
love for eating. The Kárákán’ámár, unlike their visionary Aesteran ancestors,
are a very matter-of-fact, down-to-earth people. That being said, it is no
wonder that the leaders of Kárákán delight only in dreaming what can be
achieved. Likewise, eating for the pragmatic Kárákán’ámár serves two purposes:
To replenish the physical strength and to symbolically convey messages over the
many courses of a formal dinner.
Another significant characteristic of the Kárákán’ámár is their almost zealous
stubbornness; despite their practicality, once they decide upon a project (and
they would never start on a mission they regard unachievable – perhaps as a
result of their suffering for the Search of the Silver Serpent) it is virtually
impossible to stop them from realizing their vision.
Perhaps most importantly it should be mentioned that the Kárákán’ámár consider
themselves neither characteristically Krean
nor Zhunite; the people of Kárákán are merely who and what they are. Otherwise
they are rather proud of their Krean
heritage. Therefore, although any Kárákán’ámár will speak the High Goddesses’
names with utmost reverence, witnesses one worshipping either deity would indeed
be a very rare sight.
Furthermore, there are no social classes in Kárákán in the classical sense of
the term. Social status and reputation is systematized according to one’s
mastery of the martial arts (battle magic is
also considered one of the martial arts in Kárákán) and one’s position in the
army.
Coat of Arms/Sign.
The Kárákán standard emblem is a scarlet
dragon’s head on golden background. The number of stripes on the soldiers’
round shields connotes their rank. Colourations might vary however from regiment
to regiment; archers for instance are dressed entirely in silver-white chain
mail whereas blade bearers wear golden armour. Likewise, the
dragon shape on an archer’s chest is black
while it is scarlet on a footman’s.
Soldiers wear helmets that are shaped either like a ram or goat horn according
to the individual’s status. Dragon wing
shaped helmets can only be worn by senior officers.
Climate. Like the rest
of Zhun, Kárákán has a warm climate. The summer, being the dry season, yields
many dry hot days. Every so often the heat of the plains will be cooled by
seasonal breezes known as ‘meltemíá’, especially in the north and coastal areas.
Thus, the citizens of Kárákán regularly enjoy pleasantly cool evenings.
Winters are very mild in coastal areas, but in Kárákán they can be much colder.
Nevertheless, snowfall – even in the mountainous region the town is located in –
is not frequent.
Winter is the wettest season whereas rain between the months of the Rising Sun
and the Sleeping Dreameress is highly unlikely. The distinctive rainy season,
however, is from the month of the Dead Tree to the month of the Awakening Earth.
An outstanding feature of Zhunite weather is its ample
sunshine – especially during the summer,
estimated to be around three thousand hours per year.
Travelers would be wise to bring lightweight clothes during the summer months,
including various protective measures (such as the handy sun cream, a paste made
from the seeds of various forest plants including the sweet scented
vanilla beans) developed by the
Krean. A light coat may be needed for
evenings. Rainproof clothes and heavy cloaks are advised for autumn. Moreover,
winter months can be quite cold, especially in the northern mountains, so normal
winter wear will be required.
Flora. The outskirts of
the city, especially near the mountains, are covered in thick plots of
sanhrix pines and black
oaks, with a heavy
redberry bush undergrowth especially in
the north. Roses, daisies, honeysuckles, jasmines and mimosas are among the
area’s natural flowering flora and are extensively used in garden arrangements.
Wheat is the only kind of grain cultivated in Kárákán.
Fauna. Although wildlife
flourishes in the forests surrounding the city, boars,
elver elks or even
moss bears are an extremely rare sight
within Kárákán’s borders. Interestingly, eagles, sparrows and beautifully
coloured mockingbirds seem to have replaced the cat and dog population as
domestic animals. White and purple spiral butterflies, the golden
seeán beetle, as well as an
overabundance of myrmex form the bulk of
the area’s insect population.
Resources.
The majority of Kárákán’s soil is made up of silty, sandy soil. Limestone is a
characteristic type of soil found in this country. It should be noted however,
that the soil around the town is not very fertile; only about a third of the
total land area can support crops. Most farms are small as northern Zhun is a
very mountainous region without any major valleys. Hence, wheat is the town’s
main crop. Supplementary crops include: corn and other grains, cotton, figs,
olives, oranges, peaches,
tubberroots, sugar beets,
tobacco and tomatoes. Although Zhun is Nybelmar’s
leading producer of olive oil and raisins, these industries have not developed
in Kárákán.
Before the Breaking, Zhun was a land of thickly forested mountains. Farmers were
limited in the amount of crops they could grow other than a bit of barley and
wheat, a few grape vines, fig trees and
olive trees. By 2000s b.S., however, much of the
forest was cut down for shipbuilding and the creation of coal for the
metal-workings. Although at first, this appeared as a blessing to the farmers as
they could have more farming land, it turned out to be disastrous, as the winter
rain washed away the fertile soil along the mountainsides. This resulted in the
land becoming even more infertile, especially around the 1950s. The appraiser
Déáran, being the first man to realize the land’s woes, tried to solve the
problem by asking his fellow citizens to plant olive trees. The olive trees were
meant to hold the fertile soil, however this did not happen as their roots
spread into the deeper soil for moisture, leaving the surface bare to be washed
away. The situation was so dire that in Kárákán, the statesmen decided to import
grains from Anpagan to feed its population. The measures taken against the
deforestation of the 2000s b.S. probably explains why
Zhun has so many olive trees today. Over the centuries, these trees have become
conditioned to the limited amount of moisture and grow with minimal
watering.
Kárákán, like most of northern Zhun, is very rich in mineral deposits; namely
marble, clay, nickel, coal, ore, and chromate.
Trade/Production.
Local trade between countryside and urban center continues largely as it had in
the early periods of Krean supremacy.
But rather than producers transporting and selling their surplus goods directly
in city markets, specialized retailers who profited as middlemen between
producers and consumers came into existence around the 1900s b.S. as suggested
by Senator Déáran in his famous report, "A Zhunith Sunset. - Tome 5: The Rising
Sun".
Trade (especially long distance transportation) was and still is carried out by
private individuals, and is not organized by the state. Besides the main wheat
import, many of the goods traded throughout the town’s history were luxury
goods, manufactured items, such as jewelry and finely painted vases. Specialty
agricultural products like fine wine and honey have also been among Kárákán’s
favorite imports.
Minerals (e.g. limestone, salt, scarlet
quartz crystals), ores (chiefly:
iron, marble), weaponry (especially spears,
halberds) and armour (particularly metal breastplates) in addition to the town’s
famous bronze and marble sculptures form the backbone of Kárákán’s exports.
After the deforestation of 2000s b.S., members of Zhunite Council (led by the
Krean Senator Déáran in this particular
area) developed law prohibiting the export of timber from Kárákán.
It should be observed though, that long distance trade over land was extremely
difficult and time consuming, given the mountainous topography of northern Zhun.
On the other hand, the Great Kimb River and the extensive system of paved roads
built by the Krathrian Empire to tie the fragmented Zhunite city-states together
greatly enhanced the situation.
Mythology. Around
the 3500s b.S., the Twin Kingdom, following the recent prophecy of the famous
Stone Caster Xhin’áktár, decided to expand their civilization into the
mysterious plains of the east. The High Council of Grand Empire of Krath in the
spring of the same year organized a massive expedition, the greatest as of then,
to explore and - whenever possible - cultivate the feral hinterlands of Zhun.
Finding - in spite of the prophecy - nothing more than fragmented communities of
farmers, fishermen and nomads upon their arrival, the majority of the Krathrian
search parties returned home thwarted. The
Krean, being a much more patient than their Krathrian allies, marked their
priestess’ words - especially the part that foretold the downfall of the League
(which, rather unsurprisingly was not known to the rest of the Empire) – and
carried on. It was not until they reached a small fishing community three weeks
after their departure that they witnessed the first of the marvels forecasted:
An endless blue expanse of ever curling land. The Krean explorers named their
first settlement after their first encounter with Great Sea of Zyloth: Cusca
(which translates in the Common Tongue as “Hills of Salt” or shortly “Salt
Hill”).
Upon the seventy sixth day of their arrival in Cusca, Priestess Xhin had her
next vision: “Seek the silver serpent through the seaside and pursue it to the
stones of the Spirit”. Thus, two parties were assembled to find this mystical
Silver Serpent. The parties departed on the 13th of the
Month of the Changing Winds
(known as the "Month of the Serpent’s Song" in the Empire of Krath) for what
would later be called the "Search for the Silver Serpent".
The party that followed the coastline claimed to have found the “Silver Serpent”
after two months: They had come to a valley just north of Krath’s
northeasternmost forest where a stately river met the ocean. After following the
river west, however, the party came to a fork: There the river split into two
great arms.
The group that followed the branch that trailed back southwest to their homeland
discovered loaded deposits of pure silver ore at place they named Kárát
Sílhádhor (“Fangs of the Earth” in the High Speech), a great ragged range of
mountains. They sent messengers to the allied lands to declare that their search
for the Silver Serpent had ended. On the high mountain passes of Kárát Sílhádhor
they built a colossal city consisting of seventeen citadels merged together via
vast underground passages and great bridges. They named their imposing
settlement after what guided them to the land’s treasure, Kátrá ílár Chághruh,
“the Mountain’s Call”.
The troops that tracked the meandering torrent tailing to the northeast came
across another mountain pass sited right in between two mountains of similar
size and shape. They named these the "Twin Peaks", and the city they built
perched there on the pass "Twofold" to remind them of their homeland, the Twin
Kingdom. In no later than three months further expeditions from the city
realized that their new city was located on a straight line diagonally northeast
of Cusca. The men and women of Twofold spent the next thirty years methodically
constructing highways leading from their city to Cusca, Kátrá ílár Chághruh, the
Kingdom of Orcal and other established settlements
around Zhun. Many scholars agree that Cusca remained the preeminent trade center
of the century solely because of the raw and finished goods these ways brought
from all over the southwestern continent. Only two centuries later would these
routes be entitled the "Great Roads" by the Emperor of the time and patrolled
every hour of the week by imperial pike men. As they were the first people to
come in contact with the Kingdom of Orcal (which is
built around an enormous serpentine river closely resembling a snake) and
establish a Zhunite trade network (which gives the rough impression of a
luminous serpent from the Twin Peaks), Twofolders claim to be the rightful
offspring of the Search for Silver Serpent; thus identifying themselves as
Ríhght Mát’hár (“The True Inheritors”). For centuries the men and women of
Twofold were known as great traders and adventurers.
The second half of the main expedition that left Cusca in search of the Silver
Serpent had the worst luck of all. On their journey north, they were caught up
in a war of the two largest nomadic tribes of the Zhunite plains. But their
ill-fate would not end here, as upon encountering trespassers the two tribes had
allied to obliterate the Krean party.
At the time in Cusca, after receiving no news from the Northern Pursuit the
statesmen had arranged a funeral rite for “the great heroes that breathed their
last breaths in search of a noble dream”. Ironically these remarks were not
wholly off the mark, as a great number of the exploration had died escaping the
war either from disease or exhaustion. The remaining few, however, reached the
grandest city they had seen so far on Zhun after two year’s exodus. The locals
had named the place “Kimbar” after the immense river that ran to the east of the
city. “Kimb”, as this river was called, stood for the greatest and deadliest
serpent found in the forests of Zhun. Interestingly enough, over the years the
Krean have assimilated this word into the Common Tongue as “cobra”. [Author’s
note: The fact that the entire plain of Zhun was covered with large patches of
forests should be kept in mind when accounting for the perils of this
expedition.]
The citizens of Kimbar were a very hospitable, polytheistic people. The rulers
of the city saw to the needs of the search party and treated them as children of
their own. After three weeks’ treatment, the Northern Pursuit was convinced that
this river – which even the locals had named after their greatest snake – from
whose rushing waters the
sun’s rays reflected like silver arrows
was indeed the Silver Serpent they had so desperately been seeking.
On the day of their departure the expedition was greeted by a celestially
handsome young warrior that promised to guide them to the Promised Land if they
would agree to build a fortress there in his name. The Oracle of Kimbar advised
the Northern Pursuit that this man was the Dragon Lord Sérás, the fierce Zhunite
God of War to whom they would be wise to relate well. The majority of the
survivors was thrilled at this news, for the touch of this mysterious warrior –
whether he be a god or not – stirred a great fervor in their hearts, a passion
to strive, a bloodlust they had never felt before… One of the soldiers even
described it as “a divine torch lit inside our veins”. All the same a group of
priestesses, who also served as the leaders of the expedition, were not at all
pleased at the arrival of this false deity. They had confronted the people
claiming that should the Northern Pursuit follow this fallacious god, the High
Goddesses would curse them for eternity. The young warrior that called himself
Sérás only laughed at the mention of the High Goddess Ankriss, claiming to be
Her second youngest son. Promising to prove his assertions once the party
reached in the prophesied land, the Warlord, Sérás, settled the issue.
Thus, every morning at exactly six minutes past the seventh bell, Sérás would
appear clad in full armour on a hill top, radiating like the
sun itself to lead his followers up the
Silver Serpent for thirteen hours straight. This is in fact why the official
work and training hours in Kárákán is still thirteen bells.
On the thirteenth afternoon of sailing up the Silver Serpent, the Dragon Lord
ordered his followers to build a great bonfire dedicated to their former
deities, the Two High Goddesses, from the woods of their boats. Sérás averred
that he could not become the patron deity of the Northern Pursuit or lead them
to the Prophesied City unless they would end all their bonds with the past. The
leading priestesses, of course, maintained that no
Krean would bring their former rites to
a halt unless he who claimed to be the Son of Ankriss performed a miracle
connoting the consent of the two Goddesses. Hence, the Dragon Lord Sérás at dawn
appeared with the High Goddesses on his side and taught the
Krean the Prayer of Saviour. For
thirteen days the three deities would appear side by side to guide the Northern
Pursuit from the riverbed to the birth place of the Silver Serpent. There, at
the source of the Great Kimb, the Warlord Sérás ordered his people to build a
great fortress in tribute of their rescuer. Yet the priestesses would not yield;
they called for the approval of their former deities before taking orders from
the Dragon Lord. Crying to the heavens in anguish and melancholy Sérás summoned
his mothers to “insert some sense into your priestesses’ brains!” Upon seeing
the devastation of their second youngest son and the devout fidelity of their
former clerics, the High Goddesses decided to expound their approval of Sérás
patronage and reward the Kreans
loyalty.
Lady Ankriss, the High Goddess of Earth, gestured and the treasures hidden deep
below the lands rose to the surface. Even today the mines of Kárákán
effortlessly yield the finest ores of the entire continent in profusion. Then
the High Goddess Arléá, Patron of the Flowing Water, sang and the Great Kimb
River roared and changed its course the other way around, so the armies of the
Dragon Lord would always sail swiftly to triumph but no enemy of Kárákán would
ever reach the city. Consequently, it is no wonder the Silver Serpent flows more
rigorously than any river in western Nybelmar since
then.
It is also alleged that Sérás chose – or would ever appoint – any women as his
cleric after what the priestesses of the Northern Pursuit made him suffer
through. Whether this is a mere local tall story or the scandalous truth itself,
no one knows.
Hence, it is no wonder that the Search for the Silver Serpent ended in the lair
of the greatest serpent to ever walk the face of Nybelmar,
the Dragon Lord of the Zhunite plains himself…
Myth/Lore. There are
basically two common tales told in Kárákán, the one about the Fall of the
Fountian and the other on the Dragon Guards:
The Fall of the Fountain. The warriors of Kárákán will pass through the
Fountain of Seven Tears before great wars. During this ritual, some soldiers are
said to see the Dragon Lord in his true form. Those who receive the Dragon
Lord’s blessing in the Golden Grove, where the spirits of great warriors rest,
fight with a renewed vigor. - According to an ancient Krean myth, should the
Fountain of Seven Tears be destroyed, Xharthas, the town’s protector
dragon, - and with it, Kárákán – will fall.
Dragon Guards. It is rumored that all the golden
and marble dragon statues (some also list
various statues of the Dragon Lord) will spring into life should the city be on
the verge of falling into the hands of the enemy.
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Information provided by
Coren FrozenZephyr
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